mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 13:01:19 +00:00
317 lines
6.4 KiB
Text
317 lines
6.4 KiB
Text
|
|
class SectorAction : Actor
|
|
{
|
|
// self class uses health to define the activation type.
|
|
enum EActivation
|
|
{
|
|
SECSPAC_Enter = 1<< 0,
|
|
SECSPAC_Exit = 1<< 1,
|
|
SECSPAC_HitFloor = 1<< 2,
|
|
SECSPAC_HitCeiling = 1<< 3,
|
|
SECSPAC_Use = 1<< 4,
|
|
SECSPAC_UseWall = 1<< 5,
|
|
SECSPAC_EyesDive = 1<< 6,
|
|
SECSPAC_EyesSurface = 1<< 7,
|
|
SECSPAC_EyesBelowC = 1<< 8,
|
|
SECSPAC_EyesAboveC = 1<< 9,
|
|
SECSPAC_HitFakeFloor = 1<<10,
|
|
SECSPAC_DamageFloor = 1<<11,
|
|
SECSPAC_DamageCeiling = 1<<12,
|
|
SECSPAC_DeathFloor = 1<<13,
|
|
SECSPAC_DeathCeiling = 1<<14,
|
|
SECSPAC_Damage3D = 1<<15,
|
|
SECSPAC_Death3D = 1<<16
|
|
};
|
|
|
|
default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOSECTOR
|
|
+NOGRAVITY
|
|
+DONTSPLASH
|
|
}
|
|
|
|
override void OnDestroy ()
|
|
{
|
|
if (CurSector != null)
|
|
{
|
|
// Remove ourself from self CurSector's list of actions
|
|
if (CurSector.SecActTarget == self)
|
|
{
|
|
CurSector.SecActTarget = SectorAction(tracer);
|
|
}
|
|
else
|
|
{
|
|
Actor probe = CurSector.SecActTarget;
|
|
if (null != probe)
|
|
{
|
|
while (probe.tracer != self && probe.tracer != null)
|
|
{
|
|
probe = probe.tracer;
|
|
}
|
|
if (probe.tracer == self)
|
|
{
|
|
probe.tracer = tracer;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Super.OnDestroy();
|
|
}
|
|
|
|
override void BeginPlay ()
|
|
{
|
|
Super.BeginPlay ();
|
|
|
|
// Add ourself to self CurSector's list of actions
|
|
tracer = CurSector.SecActTarget;
|
|
CurSector.SecActTarget = self;
|
|
}
|
|
|
|
override void Activate (Actor source)
|
|
{
|
|
bDormant = false; // Projectiles cannot trigger
|
|
}
|
|
|
|
override void Deactivate (Actor source)
|
|
{
|
|
bDormant = true; // Projectiles can trigger
|
|
}
|
|
|
|
virtual bool TriggerAction (Actor triggerer, int activationType)
|
|
{
|
|
if ((activationType & health) && CanTrigger(triggerer))
|
|
{
|
|
return triggerer.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
virtual bool CanTrigger (Actor triggerer)
|
|
{
|
|
return special &&
|
|
((triggerer.player && !bFriendly) ||
|
|
(bAmbush && triggerer.bActivateMCross) ||
|
|
(bDormant && triggerer.bActivatePCross));
|
|
}
|
|
}
|
|
|
|
// Triggered when entering CurSector -------------------------------------------
|
|
|
|
class SecActEnter : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_Enter;
|
|
}
|
|
}
|
|
|
|
// Triggered when leaving CurSector --------------------------------------------
|
|
|
|
class SecActExit : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_Exit;
|
|
}
|
|
}
|
|
|
|
// Triggered when hitting CurSector's floor ------------------------------------
|
|
|
|
class SecActHitFloor : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_HitFloor;
|
|
}
|
|
}
|
|
|
|
// Triggered when hitting CurSector's ceiling ----------------------------------
|
|
|
|
class SecActHitCeil : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_HitCeiling;
|
|
}
|
|
}
|
|
|
|
// Triggered when using inside CurSector ---------------------------------------
|
|
|
|
class SecActUse : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_Use;
|
|
}
|
|
}
|
|
|
|
// Triggered when using a CurSector's wall -------------------------------------
|
|
|
|
class SecActUseWall : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_UseWall;
|
|
}
|
|
}
|
|
|
|
// Triggered when eyes go below fake floor ----------------------------------
|
|
|
|
class SecActEyesDive : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_EyesDive;
|
|
}
|
|
}
|
|
|
|
// Triggered when eyes go above fake floor ----------------------------------
|
|
|
|
class SecActEyesSurface : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_EyesSurface;
|
|
}
|
|
}
|
|
|
|
// Triggered when eyes go below fake ceiling ----------------------------------
|
|
|
|
class SecActEyesBelowC : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_EyesBelowC;
|
|
}
|
|
}
|
|
|
|
// Triggered when eyes go above fake ceiling ----------------------------------
|
|
|
|
class SecActEyesAboveC : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_EyesAboveC;
|
|
}
|
|
}
|
|
|
|
// Triggered when hitting fake floor ----------------------------------
|
|
|
|
class SecActHitFakeFloor : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_HitFakeFloor;
|
|
}
|
|
}
|
|
|
|
// Triggered when sector's floor is damaged ----------------------------------
|
|
class SecActDamageFloor : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_DamageFloor;
|
|
}
|
|
|
|
// [ZZ] damage is unconditional, so this as well
|
|
override bool CanTrigger (Actor triggerer) { return !!special; }
|
|
}
|
|
|
|
// Triggered when sector's ceiling is damaged ----------------------------------
|
|
class SecActDamageCeiling : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_DamageCeiling;
|
|
}
|
|
|
|
// [ZZ] damage is unconditional, so this as well
|
|
override bool CanTrigger (Actor triggerer) { return !!special; }
|
|
}
|
|
|
|
// Triggered when sector's floor is reduced to 0 hp ----------------------------------
|
|
class SecActDeathFloor : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_DeathFloor;
|
|
}
|
|
|
|
// [ZZ] damage is unconditional, so this as well
|
|
override bool CanTrigger (Actor triggerer) { return !!special; }
|
|
}
|
|
|
|
// Triggered when sector's ceiling is reduced to 0 hp ----------------------------------
|
|
class SecActDeathCeiling : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_DeathCeiling;
|
|
}
|
|
|
|
// [ZZ] damage is unconditional, so this as well
|
|
override bool CanTrigger (Actor triggerer) { return !!special; }
|
|
}
|
|
|
|
// Triggered when controlled 3d floor is damaged ----------------------------------
|
|
class SecActDamage3D : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_Damage3D;
|
|
}
|
|
|
|
// [ZZ] damage is unconditional, so this as well
|
|
override bool CanTrigger (Actor triggerer) { return !!special; }
|
|
}
|
|
|
|
// Triggered when controlled 3d floor is reduced to 0 hp ----------------------------------
|
|
class SecActDeath3D : SectorAction
|
|
{
|
|
Default
|
|
{
|
|
Health SECSPAC_Death3D;
|
|
}
|
|
|
|
// [ZZ] damage is unconditional, so this as well
|
|
override bool CanTrigger (Actor triggerer) { return !!special; }
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Music changer. Uses the sector action class to do its job
|
|
//
|
|
//==========================================================================
|
|
|
|
class MusicChanger : SectorAction
|
|
{
|
|
override bool TriggerAction (Actor triggerer, int activationType)
|
|
{
|
|
if (activationType & SECSPAC_Enter && triggerer.player != null)
|
|
{
|
|
if (triggerer.player.MUSINFOactor != self)
|
|
{
|
|
triggerer.player.MUSINFOactor = self;
|
|
triggerer.player.MUSINFOtics = 30;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
override void PostBeginPlay()
|
|
{
|
|
// The music changer should consider itself activated if the player
|
|
// spawns in its sector as well as if it enters the sector during a P_TryMove.
|
|
Super.PostBeginPlay();
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i] && players[i].mo && players[i].mo.CurSector == self.CurSector)
|
|
{
|
|
TriggerAction(players[i].mo, SECSPAC_Enter);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|